28 const DtString& rwName = DtString::nullString(),
33 const DtString& rwName = DtString::nullString(),
44 const DtString& rwName = DtString::nullString(),
51 virtual void setNumberOfSalvos(
int numSalvos);
52 virtual int numberOfSalvos()
const;
55 virtual void setRoundsPerSalvo(
int roundsPerSalvo);
56 virtual int roundsPerSalvo()
const;
59 virtual void setStartTime(
int startTime);
60 virtual int startTime()
const;
63 virtual void setStartTimeImmediate(
bool flag);
64 virtual bool startTimeImmediate()
const;
67 virtual void setWaitForActivation(
bool flag);
68 virtual bool waitForActivation()
const;
71 virtual void setClearWhenDeactivated(
bool flag);
72 virtual bool clearWhenDeactivated()
const;
76 virtual void setTimeBetweenSalvos(
int timeBetweenSalvos);
77 virtual int timeBetweenSalvos()
const;
80 virtual void setScatterTime(
double scatterTime);
81 virtual double scatterTime()
const;
84 virtual void setAltitude(
double altitude);
85 virtual double altitude()
const;
88 virtual void setWindDirection(
double windDirection);
89 virtual double windDirection()
const;
92 virtual void setWindDistance(
double windDistance);
93 virtual double windDistance()
const;
96 virtual void setMunitionType(DtEntityType
const & munitionType);
97 virtual DtEntityType munitionType()
const;
DtRwReal myScatterTime
A timer used to keep rounds from arriving at the same time. The actual arrival time is is startTime +...
Definition: indirectArtilleryPSR.h:126
DtRwReal myWindDistance
Distance of wind displacement.
Definition: indirectArtilleryPSR.h:135
DtRwReal myAltitude
Altitude (meters AGL) where detonation will take place.
Definition: indirectArtilleryPSR.h:129
Definition: readerWriterRegistry.h:39
DtRwInt myNumberOfSalvos
Number of salvos.
Definition: indirectArtilleryPSR.h:105
Definition: indirectArtilleryPSR.h:23
DtRwReal myWindDirection
Direction of wind displacement.
Definition: indirectArtilleryPSR.h:132
DtRwInt myStartTime
Time in seconds, relative to simulation start, when rounds start arriving.
Definition: indirectArtilleryPSR.h:111
#define DT_DLL_vrfobjcore
This file is used to determine how to build.
Definition: vrfobjcoreDefines.h:24
Description: Readable, Writable int.
Definition: rwInt.h:25
virtual DtVrfProcessStateRepository * clone(const DtString &rwName=DtString::nullString(), DtReaderWriterRegistry *parentRegistry=0) const =0
DtRwBoolean myStartTimeImmediate
If true, then barrage will start on next tick, and startTime will be set to that tick.
Definition: indirectArtilleryPSR.h:115
DtRwInt myRoundsPerSalvo
Number of rounds per salvo.
Definition: indirectArtilleryPSR.h:108
DtRwBoolean myClearWhenDeactivated
Clear when deactivated.
Definition: indirectArtilleryPSR.h:141
DtRwEntityType myMunitionType
Distance of wind displacement.
Definition: indirectArtilleryPSR.h:138
Description: Readable, Writable DtReal (double)
Definition: rwReal.h:27
File: rwEntType.h.
Definition: rwEntityType.h:23
Class DtVrfProcessStateRepository: Abstract base class for all process state repositories. Process state repositories represent (potentially) shared, savable information for one or more components functioning together to achieve some process or set of processes; such as aiming and firing a weapon; moving an object; or just waiting a specified amount of time.
Definition: vrfProcessStateRepository.h:45
Description: Readable, Writable bool.
Definition: rwBoolean.h:26
DtRwBoolean myWaitForActivation
If true, then barrage will wait until this area is activated. If both this and start time immediate a...
Definition: indirectArtilleryPSR.h:119
virtual DtString type() const =0
Returns the string type of the repository, as defined in procSRTypes.h.
DT_DLL_vrfobjcore const char * DtIndirectArtilleryPSRType
Contains declaration of DtIndirectArtilleryComponent.
DtRwInt myTimeBetweenSalvos
Time in seconds between salvos.
Definition: indirectArtilleryPSR.h:122
const DtVrfProcessStateRepository & operator=(const DtVrfProcessStateRepository &orig)
A locally simulated VRF object. Holds all internal and external data for the object, and provides access to both the current frame and next frame state data for the object. All current frame data is read-only, and next-frame data can be written to. No thread safety guarantees are made on this object during the simulation frame and it should only be accessed by the thread that is simulating the object.
Definition: localObject.h:86